window.console = window.console || function (t) { };
if (document.location.search.match(/type=embed/gi)) {
    window.parent.postMessage("resize", "*");
}
const { PI, sin, cos } = Math;
const TAU = 2 * PI;

const map = (value, sMin, sMax, dMin, dMax) => {
    return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
};

const range = (n, m = 0) =>
    Array(n).
        fill(m).
        map((i, j) => i + j);

const rand = (max, min = 0) => min + Math.random() * (max - min);
const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
const randChoise = arr => arr[randInt(arr.length)];
const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];

let scene, camera, renderer, analyser;
let step = 0;
const uniforms = {
    time: { type: "f", value: 0.0 },
    step: { type: "f", value: 0.0 }
};

const params = {
    exposure: 1,
    bloomStrength: 0.9,
    bloomThreshold: 0,
    bloomRadius: 0.5
};

let composer;

const fftSize = 2048;
const totalPoints = 4000;

const listener = new THREE.AudioListener();

const audio = new THREE.Audio(listener);

// document.querySelector("input").addEventListener("change", uploadAudio, false);

document.querySelector("button").addEventListener("click", () => loadAudio());


function init() {
    const overlay = document.getElementById("overlay");
    overlay.remove();

    scene = new THREE.Scene();
    renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);

    camera = new THREE.PerspectiveCamera(
        60,
        window.innerWidth / window.innerHeight,
        1,
        1000);

    camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
    camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);

    const format = renderer.capabilities.isWebGL2 ?
        THREE.RedFormat :
        THREE.LuminanceFormat;

    uniforms.tAudioData = {
        value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
    };


    addPlane(scene, uniforms, 3000);
    addSnow(scene, uniforms);

    range(10).map(i => {
        addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
        addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
    });

    const renderScene = new THREE.RenderPass(scene, camera);

    const bloomPass = new THREE.UnrealBloomPass(
        new THREE.Vector2(window.innerWidth, window.innerHeight),
        1.5,
        0.4,
        0.85);

    bloomPass.threshold = params.bloomThreshold;
    bloomPass.strength = params.bloomStrength;
    bloomPass.radius = params.bloomRadius;

    composer = new THREE.EffectComposer(renderer);
    composer.addPass(renderScene);
    composer.addPass(bloomPass);

    addListners(camera, renderer, composer);
    animate();
}

function animate(time) {
    analyser.getFrequencyData();
    uniforms.tAudioData.value.needsUpdate = true;
    step = (step + 1) % 1000;
    uniforms.time.value = time;
    uniforms.step.value = step;
    composer.render();
    requestAnimationFrame(animate);
}

function loadAudio() {
    document.getElementById("overlay").innerHTML =
        `<div class="text-loading">${config.loading}</div>`;

    const file = config.music;

    const loader = new THREE.AudioLoader();
    loader.load(file, function (buffer) {
        audio.setBuffer(buffer);
        audio.play();
        if (config.talks.content.length != 0) {
            config.talks.content.forEach((w, i) => {
                try {
                    throw (i)
                } catch (j) {
                    console.log(j * 3000 + 2000);
                    setTimeout(() => {
                        document.querySelector(".zhufu").innerHTML = config.talks.content[j];
                    }, (j * 3000 + 4000));
                }
            })
        }
        analyser = new THREE.AudioAnalyser(audio, fftSize);
        init();
    });
}


function uploadAudio(event) {
    document.getElementById("overlay").innerHTML =
        '<div class="text-loading">等一下哈 马上来啦...</div>';
    const files = event.target.files;
    const reader = new FileReader();

    reader.onload = function (file) {
        var arrayBuffer = file.target.result;

        listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
            audio.setBuffer(audioBuffer);
            audio.play();
            analyser = new THREE.AudioAnalyser(audio, fftSize);
            init();
        });
    };

    reader.readAsArrayBuffer(files[0]);
}

function addTree(scene, uniforms, totalPoints, treePosition) {
    const vertexShader = `
  attribute float mIndex;
  varying vec3 vColor;
  varying float opacity;
  uniform sampler2D tAudioData;
  float norm(float value, float min, float max ){
   return (value - min) / (max - min);
  }
  float lerp(float norm, float min, float max){
   return (max - min) * norm + min;
  }
  float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
   return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
  }
  void main() {
   vColor = color;
   vec3 p = position;
   vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
   float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
   float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
   float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
   opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
   gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
   gl_Position = projectionMatrix * mvPosition;
  }
  `;
    const fragmentShader = `
  varying vec3 vColor;
  varying float opacity;
  uniform sampler2D pointTexture;
  void main() {
   gl_FragColor = vec4( vColor, opacity );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
  }
  `;
    const shaderMaterial = new THREE.ShaderMaterial({
        uniforms: {
            ...uniforms,
            pointTexture: {
                value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
            }
        },


        vertexShader,
        fragmentShader,
        blending: THREE.AdditiveBlending,
        depthTest: false,
        transparent: true,
        vertexColors: true
    });


    const geometry = new THREE.BufferGeometry();
    const positions = [];
    const colors = [];
    const sizes = [];
    const phases = [];
    const mIndexs = [];

    const color = new THREE.Color();

    for (let i = 0; i < totalPoints; i++) {
        const t = Math.random();
        const y = map(t, 0, 1, -8, 10);
        const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
        const [z, x] = polar(ang, map(t, 0, 1, 5, 0));

        const modifier = map(t, 0, 1, 1, 0);
        positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
        positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
        positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));

        color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);

        colors.push(color.r, color.g, color.b);
        phases.push(rand(1000));
        sizes.push(1);
        const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
        mIndexs.push(mIndex);
    }

    geometry.setAttribute(
        "position",
        new THREE.Float32BufferAttribute(positions, 3).setUsage(
            THREE.DynamicDrawUsage));


    geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
    geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
    geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
    geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));

    const tree = new THREE.Points(geometry, shaderMaterial);

    const [px, py, pz] = treePosition;

    tree.position.x = px;
    tree.position.y = py;
    tree.position.z = pz;

    scene.add(tree);
}

function addSnow(scene, uniforms) {
    const vertexShader = `
  attribute float size;
  attribute float phase;
  attribute float phaseSecondary;
  varying vec3 vColor;
  varying float opacity;
  uniform float time;
  uniform float step;
  float norm(float value, float min, float max ){
   return (value - min) / (max - min);
  }
  float lerp(float norm, float min, float max){
   return (max - min) * norm + min;
  }
  float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
   return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
  }
  void main() {
   float t = time* 0.0006;
   vColor = color;
   vec3 p = position;
   p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
   p.x += sin(t+phase);
   p.z += sin(t+phaseSecondary);
   opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
   vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
   gl_PointSize = size * ( 100.0 / -mvPosition.z );
   gl_Position = projectionMatrix * mvPosition;
  }
  `;

    const fragmentShader = `
  uniform sampler2D pointTexture;
  varying vec3 vColor;
  varying float opacity;
  void main() {
   gl_FragColor = vec4( vColor, opacity );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
  }
  `;
    function createSnowSet(sprite) {
        const totalPoints = 300;
        const shaderMaterial = new THREE.ShaderMaterial({
            uniforms: {
                ...uniforms,
                pointTexture: {
                    value: new THREE.TextureLoader().load(sprite)
                }
            },


            vertexShader,
            fragmentShader,
            blending: THREE.AdditiveBlending,
            depthTest: false,
            transparent: true,
            vertexColors: true
        });


        const geometry = new THREE.BufferGeometry();
        const positions = [];
        const colors = [];
        const sizes = [];
        const phases = [];
        const phaseSecondaries = [];

        const color = new THREE.Color();

        for (let i = 0; i < totalPoints; i++) {
            const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
            positions.push(x);
            positions.push(y);
            positions.push(z);

            color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));

            colors.push(color.r, color.g, color.b);
            phases.push(rand(1000));
            phaseSecondaries.push(rand(1000));
            sizes.push(rand(4, 2));
        }

        geometry.setAttribute(
            "position",
            new THREE.Float32BufferAttribute(positions, 3));

        geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
        geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
        geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
        geometry.setAttribute(
            "phaseSecondary",
            new THREE.Float32BufferAttribute(phaseSecondaries, 1));


        const mesh = new THREE.Points(geometry, shaderMaterial);

        scene.add(mesh);
    }
    const sprites = [
        "https://assets.codepen.io/3685267/snowflake1.png",
        "https://assets.codepen.io/3685267/snowflake2.png",
        "https://assets.codepen.io/3685267/snowflake3.png",
        "https://assets.codepen.io/3685267/snowflake4.png",
        "https://assets.codepen.io/3685267/snowflake5.png"];

    sprites.forEach(sprite => {
        createSnowSet(sprite);
    });
}

function addPlane(scene, uniforms, totalPoints) {
    const vertexShader = `
  attribute float size;
  attribute vec3 customColor;
  varying vec3 vColor;
  void main() {
   vColor = customColor;
   vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
   gl_PointSize = size * ( 300.0 / -mvPosition.z );
   gl_Position = projectionMatrix * mvPosition;
  }
  `;
    const fragmentShader = `
  uniform vec3 color;
  uniform sampler2D pointTexture;
  varying vec3 vColor;
  void main() {
   gl_FragColor = vec4( vColor, 1.0 );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
  }
  `;
    const shaderMaterial = new THREE.ShaderMaterial({
        uniforms: {
            ...uniforms,
            pointTexture: {
                value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
            }
        },
        vertexShader,
        fragmentShader,
        blending: THREE.AdditiveBlending,
        depthTest: false,
        transparent: true,
        vertexColors: true
    });


    const geometry = new THREE.BufferGeometry();
    const positions = [];
    const colors = [];
    const sizes = [];

    const color = new THREE.Color();

    for (let i = 0; i < totalPoints; i++) {
        const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
        positions.push(x);
        positions.push(y);
        positions.push(z);

        color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));

        colors.push(color.r, color.g, color.b);
        sizes.push(1);
    }

    geometry.setAttribute(
        "position",
        new THREE.Float32BufferAttribute(positions, 3).setUsage(
            THREE.DynamicDrawUsage));


    geometry.setAttribute(
        "customColor",
        new THREE.Float32BufferAttribute(colors, 3));

    geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

    const plane = new THREE.Points(geometry, shaderMaterial);

    plane.position.y = -8;
    scene.add(plane);
}

function addListners(camera, renderer, composer) {
    document.addEventListener("keydown", e => {
        const { x, y, z } = camera.position;
        console.log(`camera.position.set(${x},${y},${z})`);
        const { x: a, y: b, z: c } = camera.rotation;
        console.log(`camera.rotation.set(${a},${b},${c})`);
    });

    window.addEventListener(
        "resize",
        () => {
            const width = window.innerWidth;
            const height = window.innerHeight;

            camera.aspect = width / height;
            camera.updateProjectionMatrix();

            renderer.setSize(width, height);
            composer.setSize(width, height);
        },
        false);
}